blender/intern/cycles/bvh/bvh_build.h
Sergey Sharybin f90a243d9c Cycles: Header cleanup in BVH: move self header to be the first one
This makes us more sure that header files are more self-sufficient.
2017-04-13 11:28:02 +02:00

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4.0 KiB
C++

/*
* Adapted from code copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, Blender Foundation.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BVH_BUILD_H__
#define __BVH_BUILD_H__
#include <float.h>
#include "bvh/bvh_params.h"
#include "bvh/bvh_unaligned.h"
#include "util/util_task.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Boundbox;
class BVHBuildTask;
class BVHNode;
class BVHSpatialSplitBuildTask;
class BVHParams;
class InnerNode;
class Mesh;
class Object;
class Progress;
/* BVH Builder */
class BVHBuild
{
public:
/* Constructor/Destructor */
BVHBuild(const vector<Object*>& objects,
array<int>& prim_type,
array<int>& prim_index,
array<int>& prim_object,
array<float2>& prim_time,
const BVHParams& params,
Progress& progress);
~BVHBuild();
BVHNode *run();
protected:
friend class BVHMixedSplit;
friend class BVHObjectSplit;
friend class BVHSpatialSplit;
friend class BVHBuildTask;
friend class BVHSpatialSplitBuildTask;
friend class BVHObjectBinning;
/* Adding references. */
void add_reference_triangles(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
void add_reference_curves(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
void add_references(BVHRange& root);
/* Building. */
BVHNode *build_node(const BVHRange& range,
vector<BVHReference> *references,
int level,
int thread_id);
BVHNode *build_node(const BVHObjectBinning& range, int level);
BVHNode *create_leaf_node(const BVHRange& range,
const vector<BVHReference>& references);
BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
bool range_within_max_leaf_size(const BVHRange& range,
const vector<BVHReference>& references) const;
/* Threads. */
enum { THREAD_TASK_SIZE = 4096 };
void thread_build_node(InnerNode *node,
int child,
BVHObjectBinning *range,
int level);
void thread_build_spatial_split_node(InnerNode *node,
int child,
BVHRange *range,
vector<BVHReference> *references,
int level,
int thread_id);
thread_mutex build_mutex;
/* Progress. */
void progress_update();
/* Tree rotations. */
void rotate(BVHNode *node, int max_depth);
void rotate(BVHNode *node, int max_depth, int iterations);
/* Objects and primitive references. */
vector<Object*> objects;
vector<BVHReference> references;
int num_original_references;
/* Output primitive indexes and objects. */
array<int>& prim_type;
array<int>& prim_index;
array<int>& prim_object;
array<float2>& prim_time;
bool need_prim_time;
/* Build parameters. */
BVHParams params;
/* Progress reporting. */
Progress& progress;
double progress_start_time;
size_t progress_count;
size_t progress_total;
size_t progress_original_total;
/* Spatial splitting. */
float spatial_min_overlap;
vector<BVHSpatialStorage> spatial_storage;
size_t spatial_free_index;
thread_spin_lock spatial_spin_lock;
/* Threads. */
TaskPool task_pool;
/* Unaligned building. */
BVHUnaligned unaligned_heuristic;
};
CCL_NAMESPACE_END
#endif /* __BVH_BUILD_H__ */